Do the rules on the warscroll for celestial deliverance beat the rule of one for casting? Or does the "three times in the hero phase" get nullified by the rule of one?
Aginor is right, it was excplicitly stated in a dedicated question in a FAQ (I'm typing from my phone so I don't have it at hand)
...and I am still a a bit angry about it. It was one if his major points of being an OP wizard. Now, I understand it may make him imbalanced, but why don't they just remove it from the warscroll then? It just confuses people. ...and in open play you just ignore the rules of one anyway. No need to explicitly put it on the warscroll.
It was a stupid move merely because it was the main point of Kroak. Even in 8th edition he was the only one capable to cast the same spell more than once in a turn. It has always been THE feature of the character.
The problem is not Kroak, but more the things you can do with vortex and astrolith. They "fixed" the wrong thing
No, he cannot. Now he can definitely can get shot or magicked off the vortex, but he's impervious to being punched in the face while sitting up there.
If you haven't already you need to read @darren watson tactics and reports he uses Kroak with devastating results
Those aren't even the issue, though they make the main issue worse, the issue with magic as a whole is that everything deals mortal wounds and only has to pass the casting roll which makes it stupendously dependable when you can spam it... If they weren't mortal wounds but instead had a magic save for each unit the whole issue wouldn't exist in the first place cuz 2-3 spells-casts wouldn't be able to reliable kill anything apart from the sturdiest of targets...
At that point even Kroak is not the issue, because the real problem is Mortal Wounds... and frankly there are things that are totally unbalanced from this pov, to the point that even a Kroak with no Rule of One couldn't compare.
I surely do not consider myself the most optimistic guy but the more I play AoS the more balanced it feels ! The MW spam definitely needs to be changed a bit but by avoiding those with the units that you must, everything's fine
That's true ^ I could say that warhammer has never been a balanced game, there will always be units or game mechanics stronger than something else. This turn favors MW and units that rely on it... the next year will be something else.
Meh, that house-rule is a band-aid solution which is never fun. Plus weakening mortal wounds significantly results in stuff like Eternity starhosts with re-rollable 2+ saves being all but immortal....They should've just gone for a seperate magical and physical save it'd solve basicly everything by giving the two options an advantage and a disadvantage. Instead of how we now have mortal wounds which for all intends and purposes are just a flat out better version of normal wounds. There's essentially no drawback to them regardless of what you're facing. The only bad scenario is that the attack that deals them is for some inexplicable reason bad, but as far as I can tell there's no common realistic situations for that. (e.g. using a judicator's thunderbolt crossbow against an army consisting of 1 model units would be one, but it'd be quite a weird situation...). Mwha, AoS is reasonably balanced, and something needs to be FotM, but mortal wounds is too basic a mechanic for it to be the "strongest" mechanic. It requires 0 effort & risk to pull off mortal wounds. Which makes it problematic. Other mechanics that don't seem to be that well thought out in AoS seem to be shooting with it's relative long range compared to movement & the board, the lack of cover (no way to protect your hero by surrounding him with guards if the guards aren't massive) and the ability to both move and shoot (hello infinite kiting...) and the fact that a lot of abilities are essentially magic but without the option for dispelling. All three require very little effort and risk while having (potentially) tremendous payoffs and none of them should be FoTM.